forked from len0rd/rockbox
Change loop structure for sample synthesizing. Gives a nice speedup on both coldfire and arm targets.
git-svn-id: svn://svn.rockbox.org/rockbox/trunk@15036 a1c6a512-1295-4272-9138-f99709370657
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3 changed files with 64 additions and 76 deletions
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@ -17,61 +17,8 @@
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*
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****************************************************************************/
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int initSynth(struct MIDIfile * mf, char * filename, char * drumConfig);
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int synthVoice(struct SynthObject * so);
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void setPoint(struct SynthObject * so, int pt);
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static inline void synthSample(int * mixL, int * mixR)
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{
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int i;
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register int dL=0;
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register int dR=0;
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register int sample = 0;
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register struct SynthObject *voicept=voices;
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for(i=MAX_VOICES/2; i > 0; i--)
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{
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if(voicept->isUsed==1)
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{
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sample = synthVoice(voicept);
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dL += sample;
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sample *= chPan[voicept->ch];
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dR += sample;
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}
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voicept++;
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if(voicept->isUsed==1)
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{
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sample = synthVoice(voicept);
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dL += sample;
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sample *= chPan[voicept->ch];
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dR += sample;
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}
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voicept++;
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}
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/* if MAX_VOICES is not even we do this to get the last voice */
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#if MAX_VOICES%2
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if (MAX_VOICES%2)
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{
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if(voicept->isUsed==1)
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{
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sample = synthVoice(voicept);
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dL += sample;
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sample *= chPan[voicept->ch];
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dR += sample;
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}
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}
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#endif
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dL = (dL << 7) - dR;
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*mixL=dL >> 7;
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*mixR=dR >> 7;
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/* TODO: Automatic Gain Control, anyone? */
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/* Or, should this be implemented on the DSP's output volume instead? */
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return; /* No more ghetto lowpass filter. Linear interpolation works well. */
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}
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void synthSamples(int32_t *buf_ptr, unsigned int num_samples);
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static inline struct Event * getEvent(struct Track * tr, int evNum)
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{
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